DLC final boss hitboxes visualized

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  • Опубліковано 7 лип 2024

КОМЕНТАРІ • 410

  • @ronaldmacjokerfeliz2669
    @ronaldmacjokerfeliz2669 20 днів тому +179

    They actually removed the blinding white from the Bandai Namco logo just to create a Boss that blinds you

    • @benjy117
      @benjy117 19 днів тому +14

      this is the definition of cheese if I ever saw a boss. Melania was as well but this tops that. I wish the devs would of designed better bosses instead of going full cheese with everyone. They could of at least not had bosses fly around the damn maps like circus freaks and the camera everywhere. If they would of took the time to made the scripts better for human builds for the player to fight would of been much better if you ask me.

    • @JoseViktor4099
      @JoseViktor4099 19 днів тому +6

      Lets Hope they get care of It somehow. I dont have an issue of a Boss going apesh!t, but not having to make me take eye surgery would be extremely appreciated.

  • @therighttrousers343
    @therighttrousers343 20 днів тому +115

    Radahn, Consort of Disco.

    • @therighttrousers343
      @therighttrousers343 20 днів тому +2

      Okay but on a more detailed level I do just think a comb of sky lasers following his attacks does look ugly. Like, unrelated. If it was one sky laser, maybe, staying around and following his swing, I'd get it more, like he is painting the trajectory for where the sky lasers should go, but even then I'd really like a tangible source for them to be visible, or at least them to only happen on slams like every other game, or it kinda breaks immersion, they're just the bullet particles. Gotta have something related to them, even if just a motion. As it is he looks like he's from God Eater 3 and really doesn't care about the aesthetics of his burst arts. And that won't make sense unless you've played the game and note how many attacks just look a bit off or very off visually with certain burst art effects. Some burst arts, they'll do a diagonal slash, but if you put them on a notably, mildly is fine, but enough of a different diagonal visual effect, oh boy, is that going to grate you. I don't like arcs shot out of a gun or the end of a jab of a spear, they have to be drawn with a slash, or an appropriately arc shaped emitter. But God Eater 3 kind of really helps you understand the theory with bullet emitters because it doesn't allow you to put smash or thrust effects on slices, or vice versa. This is like if you put, yeah, the sky laser effect on your biting edge, ordinary, horizontal slashes, forget the specific burst art names of it, is, this is just irrelevant. If it was a golden, syrupy trail behind it, if it was afterimage slashes behind his normal combos, if his swords had a glowy light ball that followed them that spired a single, continuous laser behind it, or even that dropped a series of rapid projectiles that had a tiny explosion on the floor when they hit. All of that would look better, I think. It's a little thing but I think it's really important to get right and you don't appreciate the work that goes into this sort of thing until it goes wrong.

    • @ni9274
      @ni9274 20 днів тому

      it's like the first time you people realize that hitbox in souls games don't fit the size of the sword, that also apply to the player

    • @therighttrousers343
      @therighttrousers343 19 днів тому +1

      @@ni9274 My comment was actually just quipping on the fact that there's laser lights and gridded spheres. The pill hitbox is more well-known with reference to the player, the Grand Lance is the most famous example, but I can understand thinking they'd hone it in for the bosses, create more moments of tight dodges, but understandable that they don't do that, I get it. This way it's more about showing proof of intent, and therefore something closer to actual mastery, than about the swords whiffing overhead a lot for accuracy's sake, and generally feeling a lot safer versus large humanoids. It's video gamey in a good way that makes it a better video game, screw realismhards.

  • @yanli111
    @yanli111 20 днів тому +67

    Btw, BIG CHEESE STRAT for the meteor at 6:35.
    In short, you can cancel this attack into radahn just falling out of the air, doing nothing. You only need to be airborne about 2-3 second after he jumps into orbit. You can do it consistently by jumping every second, or just use some dragon incantiontion midair.
    Longer explanation: Unlike how OG radahn uses the horse for tracking, Lord Radahn uses an invisible hitbox instead. The hitbox for detection appears on the player roughly 3 seconds after he launches, and teleports Radahn back to that location for the rest of the attack. You can probably guess by now why you need to be airborne -- this makes Radahn comes back midair, and lock him into a falling-landing animation, completely overwriting the rest of this meteor explosion attack.

    • @O-bearer-mine
      @O-bearer-mine 20 днів тому +12

      Losing Leonard was a nerf XD

    • @invarkul7831
      @invarkul7831 19 днів тому +7

      @@O-bearer-mine Major miscalculation on Miquella's part

    • @MckinleyStlouis
      @MckinleyStlouis 18 днів тому +6

      Simpler explanation: just jump In place multiple times and the attack will cancel out

    • @Voingous
      @Voingous 15 днів тому +1

      @@MckinleyStlouis Too many words, use AI to shorten this and overlay Subway Surfers over footage of Markiplier reading it.

    • @chaossilvermoon
      @chaossilvermoon 8 днів тому +1

      In fact, Radahn does not use horses for tracking. Because they teleport in front of the player

  • @vj7248
    @vj7248 21 день тому +129

    4:18 am i seeing this correctly?
    Instead of the pillars of light being say, hitscan lasers coming from the sky.... they are actually GRENADES being thrown to the ground that explode and only have a ground hitbox?!?!

    • @doobi3883
      @doobi3883 20 днів тому +31

      That's the thing that I think most find him very hard for while it is not that bad, just good positioning and it is basically the same, but faster pace and more punishing phase 1 moveset.

    • @squeef
      @squeef 20 днів тому +7

      Whenever I see hitboxes in just about anything, they get super simplified like that. My assumption is that making them too complex presents technical issues.

    • @vj7248
      @vj7248 20 днів тому +31

      @@squeef Ironically, hitscan tracers are easier to do and actually are more performance efficient.
      I'd say it's more of a case that FromSoft is more comfortable making everything a damn exploding spherical hitbox... which really limits the types of attacks they can dish out.

    • @guilhermebomfim567
      @guilhermebomfim567 20 днів тому

      Yes, their position depends on the angle of the attacks and probably depends on the terrain. I think this makes the pillar to sometimes not have a consistent location

    • @ButFirstHeLitItOnFire
      @ButFirstHeLitItOnFire 20 днів тому +8

      It would seem that the pretty boy was an aspiring grenadier the entire time.

  • @Bossu
    @Bossu 20 днів тому +182

    2024.
    Fromsoft still uses thick-ass cones for blades.

    • @RuiSoulsArchive
      @RuiSoulsArchive 20 днів тому +46

      Oversized thick-ass cones, cone add like 15% size for the weapon/projectile.

    • @Sharkamfss
      @Sharkamfss 20 днів тому +9

      Doesn't look much bigger than the sword. Nothing here looked like Fume Knight's thrust so I'm content.

    • @Domo3000
      @Domo3000  20 днів тому +39

      @@Sharkamfss Fume Knight has tight hitboxes: ua-cam.com/video/0EhjPi2NxrQ/v-deo.html

    • @Nova-Franconia
      @Nova-Franconia 20 днів тому +28

      @@Sharkamfss Fume Knight has good hitboxes, best fight in DS2. You’re just bad

    • @user-pi4qo3zc2e
      @user-pi4qo3zc2e 20 днів тому +6

      His arms also have massive cones, which sometimes cause him to hit players behind him. I've lost count how many times at 0:12 I've made a jump attack to his back only to get hit by his shoulder.

  • @yikes6758
    @yikes6758 20 днів тому +224

    I love the first phase and absolutely cannot stand the second one

    • @internetcitizen3224
      @internetcitizen3224 20 днів тому +23

      On purpose to make you hate Miquella 😂

    • @lordninetails514
      @lordninetails514 20 днів тому +38

      Can't stand either because we were robbed an actually unique final boss

    • @cosmicfrank5465
      @cosmicfrank5465 20 днів тому +31

      ​@@lordninetails514How is this not unique. This boss plays completely different from og radahn

    • @lordninetails514
      @lordninetails514 20 днів тому +29

      @@cosmicfrank5465 It's still radahn. We already fought radahn. A unique dlc needs a unique final boss. Just because he swings horizontal instead of vertical dosen't make it unique.

    • @Sharkamfss
      @Sharkamfss 20 днів тому +33

      ​@lordninetails514 He actually swings very similarly to Starscourge, just faster and with more intent.
      Either way my actually opinion is that Prime Radahn counts as a unique fight, same way Isshin Ashina and Sword Saint Isshin count as two unique fights.
      Godwyn would've been cooler tho, but oh well.

  • @ceenewe
    @ceenewe 20 днів тому +47

    Just noticed that even the meteor attack uses the after images, that’s insane 💀

    • @ognjenradanovic1256
      @ognjenradanovic1256 20 днів тому +8

      it remids me of madara when he said "you survived my meteor but what if i create another one" and then he does

  • @damienmcneff7715
    @damienmcneff7715 19 днів тому +14

    You need Sekiro’s running speed just to avoid him

  • @dudu_alonne
    @dudu_alonne 20 днів тому +65

    I wanted to see the undodgeable two hit combo going to the x-cross

    • @Pit_1209
      @Pit_1209 20 днів тому +25

      Very painfully, I learned the cross can be dodged going into him, in fact it gives a good counter opportunity.

    • @xshock__
      @xshock__ 20 днів тому +3

      undodgeable? you just roll to the left my guy lol

    • @Sharkamfss
      @Sharkamfss 20 днів тому +2

      From what I can tell, the hitbox would just be the same big cylinders all his sword attacks have, but it looks like it could miss you if you roll left late enough.

    • @MakioGoHardio
      @MakioGoHardio 20 днів тому +8

      It’s not undodgeable, but it’s pretty hard to dodge tho.

    • @Fain255
      @Fain255 20 днів тому +2

      That got "fixed" in a patch already

  • @Hydra_X9K_Music
    @Hydra_X9K_Music 20 днів тому +41

    Why does his entire arm up to his shoulder have to be the hitbox, and not just his swords lol

    • @HAVIC101XXX
      @HAVIC101XXX 20 днів тому

      If Radahn swung a sword at somebody and he accidentally hit them with his arm because they were too close, I'm pretty sure it's still gonna hurt like hell.

    • @Domo3000
      @Domo3000  20 днів тому +30

      FromSoft often does it to prevent players from just hugging the enemy

    • @Hydra_X9K_Music
      @Hydra_X9K_Music 20 днів тому +1

      @@Domo3000 Ah, I see. Fair enough.

    • @Hydra_X9K_Music
      @Hydra_X9K_Music 20 днів тому +1

      @Domo3000 I wish you would take reduced damaged then or something xD

    • @Morgannin
      @Morgannin 20 днів тому +11

      ​@@Hydra_X9K_MusicThey did that with The Four Kings in DS1 and it meant face-hugging the boss made them borderline harmless. You basically took chip damage and with high poise you could trade hits all day without a problem.

  • @commandergame
    @commandergame 20 днів тому +20

    this is ridiculous acording to the hitboxes you can jump over (most) lightning beams coming from above which shouldn't be possible but you can't jump over the lightning discus which should be possible.

    • @ni9274
      @ni9274 20 днів тому +2

      The lightning discus is too high to be jumped over

    • @commandergame
      @commandergame 20 днів тому +1

      @@ni9274 only right after it is thrown after that it would be low enough.

    • @squidwardstesticles5914
      @squidwardstesticles5914 19 днів тому +3

      And you can’t jump over the AOE when he pulls his swords out of the ground after that big combo, despite the animation clearly being localized only to the ground. That hitbox is inexcusably bad

  • @drk7648
    @drk7648 20 днів тому +10

    So, thats why Miquella prayer beam lagged hard on release. he is dropping wave of balls and balls and small balls.

    • @DozleZabi
      @DozleZabi 19 днів тому +4

      On release? Shit is still nuking my pc

    • @noobie4998
      @noobie4998 19 днів тому

      And probably Miquella's balls

    • @waveburner1254
      @waveburner1254 18 днів тому

      One could say Miquella is balls.

  • @gabrieldantas1179
    @gabrieldantas1179 20 днів тому +10

    1:47 oh so that’s why it’s impossible to dodge that

    • @lalouwu6371
      @lalouwu6371 19 днів тому +3

      It can be dodged by running backwards while jumping the moment You are pulled in for some reason Even if it looks like You are in the rocks AoE

  • @Aldebaran5588
    @Aldebaran5588 20 днів тому +17

    So it wasn't just my impression that the hitboxes were bigger than the actual weapon. From need to fix that, it is already a frustrating fight with how hard it is and with all the blinding visuals, doesn't need bad hitboxes to aggravate everything

    • @ni9274
      @ni9274 20 днів тому +2

      Every single games with weapons have hitboxes bigger than the actual weapons, if it wasn't the case then it would be extremely difficult for the boss to hit you and for the player to hit the boss
      That isn't bad hitboxes that's just hitboxes

    • @Aldebaran5588
      @Aldebaran5588 20 днів тому +11

      @@ni9274 so every attack you can dodge pixel perfect even with emoting is a bad hitbox? When the invisible hitbox is much bigger than the effective and visible source of damage is a bad hitbox, there is no excuse. You can accept it, everyone is free but that doesn't change what it is

  • @cryptic2705
    @cryptic2705 20 днів тому +24

    STILL NOT ENOUGH AOE SPAM AND 1 HOUR LONG COMBOS. WE NEED MORE !!! 🤓

    • @ni9274
      @ni9274 20 днів тому

      Literally all combo in this video are short

    • @maximedaunis8292
      @maximedaunis8292 8 днів тому

      ​@@ni9274That's not what i have seen

  • @siyzerix
    @siyzerix 18 днів тому +7

    This is what happens when you mix in sekiro or BB with dark souls. And to everyone throwing around the ''complex combat'' and ''boss flow states'', it ain't anything new. It was always present even in older titles. You had to strafe, dodge, attack during openings, use jump attacks, etc. And ds2 sotfs had other things to consider such as environmental awareness, disabling boss abilities, stricter resource management, etc. So yeah, the bosses have less combo's because stamina actually mattered. Bosses like elena weren't a simple wait for opportunities and dodge, you had to learn how to manipulate their AI too. For example baiting velsdat to attack you, dodge him and then attack elena. Or attack the skeletons in between elena's attacks. So on and so forth. Stuff you do in ER as well.
    The reason this seems ''easier'' is because the game spread out its difficulty far more greatly than ER. Like it had a hard mode, NG+, NG+2 changes, etc. which when combined to various degrees, made the bosses harder by that amount. For example, if the game started out with CoC + NG+2 levels of damage and health on enemies, I'm quite sure the game would become ''much harder'' for newer and older players playing it for the first time. But they'd learn the combat eventually. However that process wouldn't be that fun and it would be a cheap way to increase the difficulty. And this is largely what ER does. What ER does too is mismatch the player and boss speeds. This is approaching doom eternal buffed maruder territory and I'd rather fight that than this.
    The solution to raising difficulty isn't spamming us with combo's and aoe's. If thats what FS wants to do then make the combat around that. Make the player match the boss and enemy speeds. Otherwise bring back the ds2 sotfs style of combat and refine that. Not dumb it down or completely change it.

    • @vj7248
      @vj7248 16 днів тому +2

      they did add a 5 minute sekiro mode which allows you to negate every single attack or aoe done here and...
      it begs why they didnt add this from the start, as just inherently part of the game. considering they clearly wanted to design bosses around being hyper aggressive.
      but i agree that a return to something like sotfs would be better. slower more methodical.
      actually, better comparison i make is with Armored Core. which has always been able to marry Action & Immersive Sim elements, honestly better than souls games.

    • @siyzerix
      @siyzerix 16 днів тому +1

      @@vj7248 I'd comment on the dlc if the game actually decided to function. Its so broken I literally cannot play without suffering seconds long freezes and stutters.
      I'll tell you why. To make the game ''hard''. Fromsoft and their own fanbase don't know what they want. that's why they made ER the way they did. Just look at how defended ER is to this day. Despite the dlc clearly showing the problems.
      Ds2 sotfs set the best case for an open world dark souls game. Can't believe FS fumbled it up so badly.
      I've not played AC6 as it ain't my cup of tea.

    • @vj7248
      @vj7248 16 днів тому +1

      @@siyzerix the performance issues with souls games is quite sad considering how well optimized dark souls 2 is. ds3 & elden ring will always randomly lag at certain areas.
      apparently, elden ring uses some broken drivers that fromsoft hasnt updated. and the only fix for it is exclusively for steam deck thanks to proton stuff.

    • @siyzerix
      @siyzerix 16 днів тому

      @@vj7248 Its also the camera, needless obfuscation of information, no hardmode, no challenge runs baked into the game, etc. So many ways to expand difficulty instead of wombo combo's.

    • @maximedaunis8292
      @maximedaunis8292 8 днів тому

      I've had those stuttering issues too

  • @karimali9699
    @karimali9699 20 днів тому +6

    He turns into a fucking dragon ball planet buster moving with lightspeed in the second half

  • @AbassAli092
    @AbassAli092 20 днів тому +54

    You didn't show Phase 2 Stomp Hitbox.

    • @Jurglenuts
      @Jurglenuts 20 днів тому +5

      Cause its a disingenuous creator.

  • @Sargatas
    @Sargatas 20 днів тому +14

    I always had a thought that he had too huge hitboxes on his sword swings. Now I can be certain...

    • @MakioGoHardio
      @MakioGoHardio 20 днів тому +1

      Well that’s every hit box in a souls game, including your own weapons.
      Not saying he’s a good boss tho, he’s especially bad with colossals, and I have a video showing a very funny glitch.
      They really needed to have more time to cook with this dlc lol.

    • @Sargatas
      @Sargatas 20 днів тому

      @@MakioGoHardio funny, but I had lot worse time with smaller weapons. But it's just me, I got used to big ass swords and I play much better with them then with fast stuff.
      Haven't seen you for a very long time btw😁

    • @MakioGoHardio
      @MakioGoHardio 20 днів тому +1

      @@Sargatas colossal weapons are actively punished in that fight.
      He has 120 poise and regains it in 6 seconds which is hahahahah bad.
      He also has 0 opening for colossals to swing mid combo, you have to wait for him to finish out his combos for a single punish usually a R1.
      I find him the most enjoyable when deflecting and using a light weapon and ironically get more poise breaks than heavy weapons.
      Let’s not even talk about the embarrassment that is the 3 swing combo, ik how to dodge it but it’s still bad.

    • @Sargatas
      @Sargatas 20 днів тому

      @@MakioGoHardio he has not so much difference between light and heavy weapons tbh. 1 or 2. additional windows for one quick attack doesn't matter too much (backhanded blades with blind spot is a different situation tho). Poise breaking him with any weapon is a casino: if he flies away to do meteorites or projections - your posture break progress is gone anyway.
      I have a video of no-hitting him (well...if we count chip holy damage from deflected attack as no hit), but he flied away way too often, so only one posture break. Tbh I'm glad that he has a lot of windows for charged heavy or weapon skill.
      Triple slice is 100% objectively bad attack, no one will argue with that.

    • @MakioGoHardio
      @MakioGoHardio 20 днів тому

      @@Sargatas I’ll just post a vid on my channel to show you what I mean.

  • @ags8507
    @ags8507 21 день тому +64

    you can jump over the pillars of light? lol, if this is true, thats a huge visual clarity problem, but then again, this boss loves you flashbang you and kill your fps at the same time.
    Also those discus of light hitboxes are so lazy, the one skill you should be able to jump over...

    • @_BBAGG_
      @_BBAGG_ 21 день тому +22

      Even if the hitbox was the size of the disk you wouldn't have been able to jump it, it would still touch the upper half your your body where your hitbox is active, from what I can see there is no terrain in the arena elevated enough to have allowed you to jump over it.

    • @Losttank09
      @Losttank09 20 днів тому +10

      @@_BBAGG_ that's what I thought about the crucible guardians flying dive attack, but that's jumpable.

    • @Sharkamfss
      @Sharkamfss 20 днів тому +1

      ​@@Losttank09 Crucibles stick to the ground while the giant discs come from Radahn's center of mass height. It would still be very inconsistent to jump even if the hitbox matched the visuals down to the pixels.

    • @enman009
      @enman009 20 днів тому

      You can dodge them on time or move to a place where they don't spawn. But if you can jump it, which I haven't tried, then it's like other stomp attack.

    • @ni9274
      @ni9274 20 днів тому +4

      They're lazy ? Are you a game dev ? Do you know anything about the process of making hitboxes, if your supposed to dodge an attack the form of the hitbox doesn't matter

  • @UnclePunchalot
    @UnclePunchalot 19 днів тому +3

    Lol, so you can simply jump over thouse small lasers (when you jump lower half of your body doesnt register hits)?

  • @gimonkey98
    @gimonkey98 20 днів тому +6

    Seeing this helps figure some of these out but god I wish the fps wouldn't tank, I feel once that's fixed and maybe tone the effects down if possible I'll enjoy phase 2 more but the fps dropping makes dodging very rough.

  • @Nagram_
    @Nagram_ 20 днів тому +8

    It's the left to right double slash into a cross slash that gets me, you either dodge the first and get hit by the second or viceversa, there is no way to dodge both on a wimp, at least not for mid rollers but who goes lightweight?
    By pure chance I went hitless on Phase one twice, but only because I was on a lower elevation during the aforementioned attack and the second swipe didn't hit me

  • @DjangoDiff
    @DjangoDiff 15 днів тому +3

    your videos are insanely good, keep it up

  • @andrewjmichael
    @andrewjmichael 11 днів тому +1

    Very useful, thanks. Looks like you can jump the phase 2 holy AOE's after his regular attacks, never would have guessed based on the vertical pillars of light coming out of them

  • @JoseViktor4099
    @JoseViktor4099 20 днів тому +64

    And this is one of the reasons why I would recommend Fromsoft tl consider making another Souls for here on a long time.
    See, as long as time moved on, we saw the formula changing combat wise. They obviously prefered to change the strategic combat approach Souls games had to a more dinamic style Bloodborne onwards.
    As an incise I never has an issue of how Boss fights works on any of Fromsoft content, not even on Elden Ring or its DLC which is currently being harshy criticised for having vastly fast paced boss fights that overwhelmed a lot of players, I wont talk about that. Imo is a design choice that I personally love but I get why other people wouldn't like.
    Instead, I would want to talk my worries on a more technical level. Because honestly: Weren't you more annoyed here by things that technically always were there, like the hitboxes some attacks like grabs could have, or the issue that camera has against some boss fights, specially the ones with a box like arena,or the poor optimization and frame drops, more than any piece of content before?
    Yes, I think that the biggest criticism, and imo something that would make almost everyone happy, is to change how the game deal with combat more on a technical level.
    Because remind you: They had been using the exact same engine since Demon Souls, and on a lot of times It has glaring issues because of it, Bloodblorne, DS1 Blightown or SotE boss fights.
    Hitboxes here doesn't help at all, as you have to optimize this kind of things specially when the boss design is like the way it is .
    If a hard boss has bad hitboxes, the hitboxes feels three times worse than they really are for how much they stand in the way, like Commander Gaius case.
    Camera on the other hand, is obvious right? In it best it helps a lot on humanoid boss fights, but overall on giant enemies its getting so much on the way for the enjoyment of the fight... look what happened with Fire Giant, the camera makes that an otherwise should be an epic fight a pain due to being hard to see half of the attacks.
    Thats why, imo, if they want to keep this kind of fast paced combat, they better have to reconsider to improve the game on a technical level, knowing that now they have the budget for doing so.

    • @vj7248
      @vj7248 20 днів тому +23

      I'd agree the issue isn't technically the bosses, more of the combat system as a whole. They need to evolve it, as Promised Consort is the maximum you can reasonably do with the already limited souls-like combat loop.

    • @RuiSoulsArchive
      @RuiSoulsArchive 20 днів тому +15

      I think Elden Ring combat has way more depth than previous souls and I don't think FromSoft actually explore all of it or that they explored well in this DLC.
      This bosses is pushing the limit, but it's because it's a bullshit boss with inconsistent attacks, insane tracking and some bad hitboxes.
      Comparing this boss to Rellana or Messmer, or even base game bosses like Maliketh, Morgott. With those bosses, you can strafe attack, jump, crouch, use the posture system in your favor (Consort cheats by regen his posture faster than it should). With Consort, you roll, roll, roll, get 1 R1 punish, and repeat, to be able to dodge the cross slash combo, you need always to be at a specific spot, which also hinder agressive play, makes you play defensive and the spot you need to be is ass, you can't see the boss properly.
      I do agree that some part of the combat evolved while other are still lacking, mainly camera and arena/terrain. Camera is obvious, everyone knows, they make big bosses that can't even fit on screen, sure bigger boss means you can see his attack more clearly, but if the camera don't do it's part, it doesn't matter. The enemies got way more complex over the years, a random elite enemy in ER is more complex than 70% of souls trilogy bosses, but they always interact with the terrain in the jankiest way possible, if there is a slight elevation, this is enough for an attack to get interrupted and the boss you fall randomly, the art direction evolved, arena are way more detailed now, but it doesn't mix too well with the combat

    • @ramoraid
      @ramoraid 20 днів тому +10

      hopefully they start by untying the game physics and animations from FPS, let me have my frames and improve input latency.

    • @crepooscul
      @crepooscul 20 днів тому +3

      Imagine Elden Ring with Nioh 2 combat mechanics.

    • @Sharkamfss
      @Sharkamfss 20 днів тому +4

      I think they need a complete engine overhaul like they did for Sekiro but even more thorough.

  • @raghav1026
    @raghav1026 17 днів тому +4

    Please do the next one for Gaius, i wanna see the pure BS that is the hitbox of the charge

  • @datanon3059
    @datanon3059 6 днів тому +2

    Good god look how much longer some of those hitboxes are than the model. It's like 15%+ the length of the sword sometimes.

  • @retinas2001
    @retinas2001 20 днів тому +17

    wow with the speed mod it almost looks fair

  • @N_Wah_
    @N_Wah_ 20 днів тому +34

    this boss to me is what a little kid thinks is a cool fight. Like oh look at all the crazy lights and explosions i can throw at you!

    • @rangopistacho6928
      @rangopistacho6928 20 днів тому +6

      You can littearly make rhe same case with Gael or any boss lmao

    • @ni9274
      @ni9274 20 днів тому +1

      Wow you mean a boss that is a good will use magic spells ? Who could have thought ?

    • @rauqui5318
      @rauqui5318 20 днів тому +19

      ​@@rangopistacho6928 you are tripping if you think Gael is comparable here

    • @buckyhurdle4776
      @buckyhurdle4776 20 днів тому

      @@rauqui5318 It is. I could make an equally stupid comment about how Gael is just an edgy sword guy that shoots out skulls and lightning, out of context it sounds stupid.

    • @2HandHangerDunksOnly
      @2HandHangerDunksOnly 19 днів тому +1

      @@rangopistacho6928 I loved Gael’s infamous teleport attacks, light beams and after-images tbh so I don’t get the complaints

  • @Dartokenove
    @Dartokenove 20 днів тому +3

    I have some questions about hitboxes, every time i see them they look bigger than the weapon, yet i have seen how attacks pass milimiters next to the player without hurting them, how's that possible?

    • @lalouwu6371
      @lalouwu6371 19 днів тому +1

      Thats in every game that exists, most of the time the hitboxes are a bit bigger than the model, all Fromsoftware have this, i feel it could that the damage hitboxes arent active the moment they touch a model, Ive been trasspased by the curseBlades chakrams with no damage sometimes

  • @squeef
    @squeef 20 днів тому +25

    Yeah it doesn't surprise me too much to see only a few issues. The one jumping attack in his second phase, after he stops flashing, activates his other sword hitbox even though that sword remains idle in the air. The hitbox for the lasers moving away from the consort in a circular pattern all of a sudden deciding to use a unique floating away hitbox, which doesn't properly match the attack. And the nuke attack, although that one looks more on the generous side. I feel like most of the consort's issues just stem from rough to bad attack design, like the left-right-double swipe being a ridiculous thing to dodge.

    • @ni9274
      @ni9274 20 днів тому +1

      The floating hitbox doesn't change the way you dodge the attack.
      the nuke attack is supposed to be ran away from.
      All of the example you gave aren't bad hitboxes
      Not ridiculous to dodge just hard

    • @squeef
      @squeef 19 днів тому +3

      ​@@ni9274 You word this like I have a major issue with these hitboxes lol. Yes these hitboxes are at best a minor issue if even an issue at all, especially in practice. But the inconsistencies don't make them well designed either as far as I'm concerned.

  • @user-pn4px5lr8w
    @user-pn4px5lr8w 17 днів тому +1

    Looks like what base game Radahn had with his swords. The hitboxes are more inflated despite the actual length of the blade. I was wondering why i was getting caught out despite the blade not touching me when I was figuring the boss out.

  • @crepooscul
    @crepooscul 20 днів тому +24

    Makes no sense and messes with your brain/instincts = hard. And in the mind of a Fromdrone, hard = good. Did I get that right?

    • @Sharkamfss
      @Sharkamfss 20 днів тому +8

      The boss punishes you for rolling away and not into his sides, and the AoEs appear directly where the swords touch, meaning you should to the other side the swords come from.
      It is very intuitive and doesn't mess with my brain but I can understand if you have critiques for his visual clarity.

    • @crepooscul
      @crepooscul 20 днів тому +7

      @@Sharkamfss The beam AoEs are jumpable as the beams do not have a hitbox, the huge aoe on the ground is a sphere and isn't jumpable even though it should be. They ether didn't test this stuff or they're sadists

    • @Sharkamfss
      @Sharkamfss 20 днів тому +2

      @@crepooscul Seeing a large boss usually means jumping is out the window. It's all spacing and i-frames if you don't think too hard about it.

    • @ni9274
      @ni9274 20 днів тому

      What isn't making senses in this clip ? In literally all melee fighting games the sword hitboxes are larger than the sword.
      Every games messes with your instincts
      Nobody said hard = good.

    • @crepooscul
      @crepooscul 19 днів тому

      @@ni9274 Most fan souls say that hard = good. And literally read my 2nd post. No, not all games mess with your instincts. I've played pretty much every souls game multiple times other than demon souls. Elden Ring finally threw out the window the suspense of disbelief that you're actually dodging attacks. You're not dodging attacks, you're i-framing them. You roll and jump through ridiculous visual effects, and take 0 damage. My main issue with the game is just how unimmersive it is. The delayed attacks don't make me think I'm fighting a believable behemoth. They make me think a developer tried to optimize the difficulty around the healthbars, because IRL everyone wouldn't hesitate to hit you due to getting stabbed in the gut. It's as if the bosses know they have health bars and know they can take hits from you so they end up delaying their attacks and looking ridiculous in the process. It's as if the bosses went to anti i-frame/roll catching school and fought thousands of identical tarnished before that all tried to cheese them with i-frames. It just pulls you out of the game in general, not just this boss.
      Yes I know you don't have to do this. I know the game has sufficient RPG mechanics that allow you to humiliate bosses without even rolling once. I'm only talking about how they designed bosses to be as unimmersive as possible.

  • @royedwardmanio9088
    @royedwardmanio9088 20 днів тому +22

    The sphere on the disc speaks laZy to me

    • @KABLAMMATS
      @KABLAMMATS 20 днів тому

      Man, even fromsfot is cutting corners, they really fell off huh smh my head

    • @ni9274
      @ni9274 20 днів тому +3

      Cause you have absolutely no idea how these hitboxes are made, it's like you see some highly skilled violonist playing in Pizzicato and you say "this speak lazy to me"
      Learn how games are made, hitboxes do not need to fit the visual of the attack in a game that doesn't give you extremely precise control over body movement

    • @ni9274
      @ni9274 20 днів тому +4

      @@KABLAMMATS You have no idea how video games are made and how hitboxes are made, what's the purpose of making an hitbox that looks like the attack when the attack is supposed to be dodge with i-frame and not by jumping ?
      bro seeing something totally normal and saying Fromsoft fell off, when you are ignorant about a subject you just don't talk about it

    • @Juhdefr
      @Juhdefr 20 днів тому +14

      @@ni9274 Are you a game developer? because your take is really dumb, so i kinda doubt that. Its extremely apparent, that a disc having a spherical hitbox and beams having disc like hitboxes is absolutely stupid. You have to be deep into fanboy territory, to actually not see that. And even if you are unable to see that, saying that attacks are not supposed to be jumped over is ludicrous in itself, like do you even play elden ring? Are you just a kid that got offended on his friends behalf, because he proclaims "elden ring is the best thing evar"? Nothing you have said makes any sense what so ever.

    • @2HandHangerDunksOnly
      @2HandHangerDunksOnly 19 днів тому +4

      @@ni9274 Calm down dude, FromSoft has never been the best at making boss fights, that title rests pretty firmly on the shoulders of Monster Hunter

  • @ch1ckensandwich420
    @ch1ckensandwich420 15 днів тому

    would you people say his sword hitboxes are too big or is this standard for fromsoft? feel like its the sole reason why the 1-2 cross slash is undodgable since the hitboxes are so big and the animation comes out too quick..

    • @chaoskiller6084
      @chaoskiller6084 12 днів тому +3

      The move is simply a blatant frametrap for midroll players, the animation lines up in such a way that it hits midrolling players before they can actually roll a second time unless their positioning is perfect and lucky.
      Hitboxes in Fromsoft games are generally a bit larger than the actual model to make it reasonable for both the enemies and players to hit their targets.
      However, some of these hitboxes are inexcusable, especially the bloodflame thrust where the hitbox is like 5 times wider than the blade itself, which is heinous in a game where many poking attacks have tight hitboxes that allow you to tightly run around the poke to get an attack of your own in.
      The ring projectile he can shoot having such a big spherical hitbox is also nonsensical considering it's much bigger than the presented projectile, you would think that such a flat disc is meant to be jumped over but it blatantly isnt allowed.
      The two "quake" moves are also inconsistent, the foot stomp he can do can be jumped over, which makes sense, yet the similar looking quake when he pulls his sword out of the ground is impossible to jump over because of a misleading hitbox.
      The ring and quake are both examples of why I don't like how jumping was implemented into the combat, moves that look jumpable aren't, and moves that should in no way be possible to jump over, are.

  • @dullededge1395
    @dullededge1395 18 днів тому +1

    It took me far far far to long to realize you were moving at mach 12

  • @internetcitizen3224
    @internetcitizen3224 20 днів тому +3

    Finally can git gut this Miquella mofo but at cost my sanity and productifity throught the week 😭

  • @frado9194
    @frado9194 17 днів тому +1

    Make a vid on that guy bis & his ds2 video!

  • @Daxxelxz
    @Daxxelxz 20 днів тому +2

    I'm very interested in knowing how many frames there are between two backstep in a row in ds2, because in pvp spamming them makes you almost untouchable
    Could you tell me or show it in a video?

  • @tfsc7445
    @tfsc7445 21 день тому +19

    Damn... I really wanted to see the hitboxes for the combo he ripped straight from Pontiff Sulyvahn... The swings legit go right above your head while you're standing and it hits you even as you are crouching...

  • @awesomedudexx2681
    @awesomedudexx2681 21 день тому +38

    Instead of saying "promised consort (spoiler)", just say "dlc final boss". Also if you are wondering why this comment is here, its because this was before the title got renamed

    • @dziosdzynes7663
      @dziosdzynes7663 20 днів тому +14

      its been 3 weeks.

    • @awesomedudexx2681
      @awesomedudexx2681 20 днів тому +13

      @@dziosdzynes7663 whats your point?

    • @Rosy_bun
      @Rosy_bun 20 днів тому +6

      @@dziosdzynes7663 some people are busy and haven't finished the DLC yet :3

    • @Paralytikus
      @Paralytikus 20 днів тому +1

      Who cares, it's a terrible boss fight anyway.

    • @Pit_1209
      @Pit_1209 20 днів тому +4

      @@Rosy_bun what are they doing here then?

  • @0malleyAlleyc4t
    @0malleyAlleyc4t 18 днів тому +1

    I see in that second phase you resorted to being a dex build. All that f**king zooming you doing

  • @viyka2141
    @viyka2141 20 днів тому +5

    Its visualized but I still can hardly see the sheit

  • @dennismadrid5146
    @dennismadrid5146 20 днів тому +12

    No wonder I got hit by so much bullshit with this boss. While other bosses have accurate hitboxes, this mf hitbox is way bigger on his swords attacks, slams and the lasers has a big hitbox once they hit the ground. No wonder strafing is near impossible

    • @pauleynon96
      @pauleynon96 20 днів тому

      If you looked at a bunch of other bosses, they would have very similar hitboxes, and the smaller hitboxes that fall from rahdans sword are to detect the ground so the lazers can properly spawn in, as they deal no damage themselves test it your self.

    • @ni9274
      @ni9274 20 днів тому +4

      "While other bosses have accurate hitboxes" Literally every single boss in every single soul game has hitbox bigger than the sword, it's how hitboxes works in video games in general. Bro you can literally strafe the slam what are you on ?

    • @dennismadrid5146
      @dennismadrid5146 20 днів тому

      @@ni9274 elden ring specifically made hitboxes much more accurate than previous bosses. It’s why people are able to jump thru attacks and dodge their attacks in accident due to their hitboxes being more accurate. Previous souls game requires you to dodge 90% of the time besides specific bosses

    • @dennismadrid5146
      @dennismadrid5146 20 днів тому

      @@ni9274 like because of the weapons big hitbox, you actually have to dodge earlier than the animations tells you if your are infront of him. Isn’t that great when you have to dodge consecutively

  • @rexenexus
    @rexenexus 20 днів тому +31

    behold, everything wrong with modern fromsoft boss design

    • @ni9274
      @ni9274 20 днів тому +1

      Can you point me to something wrong in this video ?

    • @ronaldmacjokerfeliz2669
      @ronaldmacjokerfeliz2669 20 днів тому +18

      ​@@ni9274Jesus Christ, you are literally getting defensive with every comment criticizing the Boss

    • @wheatleythebrick2276
      @wheatleythebrick2276 19 днів тому +8

      the thing is, this isn't even representative of elden ring bosses. It's more like a parody of ds3 bosses, since all you can do is roll and wait for the combo to end before attacking. When you look at morgott or radagon, their ai and movesets are so much more interesting, and theres a nice back and forth + you can jump/strafe attacks

    • @user-pn4px5lr8w
      @user-pn4px5lr8w 17 днів тому +1

      ​@@wheatleythebrick2276 there are some combo gaps, though colossals can't take advantage of them for the most part. Everything lighter than that has a chance to, especially if they're lighter than a greataxe/greathammer

    • @irmatheshepherd2325
      @irmatheshepherd2325 16 днів тому

      It's absolutely just this boss. Everything else in the dlc is nicely tuned although rellana does have way too much health for the point you fight her

  • @nopnop9077
    @nopnop9077 20 днів тому +3

    You beated him with some cheese didn't you hehe.

  • @galaxyorion8725
    @galaxyorion8725 20 днів тому +3

    what in the dark souls 2 are those hitboxes on the swords, they are so obtuse compared to the actual shape of the swords
    also good to know i was right about the active frames on the gravity dodge, i was wondering why it was so generous to be early/late and still dodge the move

    • @Domo3000
      @Domo3000  20 днів тому +12

      These hitboxes aren't any worse than the typical FromSoft hitboxes.
      DS2 has tighter hitboxes than DS1 and in many cases tighter than comparable ones in DS3, but people that play with low ADP falsely accuse them of being broken if they get hit in their legs towards the end of a low agility roll.

    • @gigagogagagio
      @gigagogagagio 20 днів тому +7

      ​@@Domo3000 oh my god you never stop shilling ds2

    • @larsen7249
      @larsen7249 20 днів тому +3

      @@gigagogagagio capitalize the G my drilla
      ds2 mogs any other soulshit btw (it's 4/10)

    • @petercottantail7850
      @petercottantail7850 19 днів тому +2

      tbh i thought they were gonna be much worse when i clicked on it. like giant sausages around the blade or something

    • @Renameless
      @Renameless 15 днів тому

      ​@@Domo3000ua-cam.com/video/MQzpozoBqa8/v-deo.htmlsi=HoppW5CriqfCiiYg very tight hitboxes

  • @ulaznar
    @ulaznar 21 день тому +49

    Haven't played Elden Ring, but I don't like the direction towards making everything faster and spammier. To me, it works in Bloodborne because hunters wear only clothes but seeing dudes in armor moving like rabid dogs feels off.

    • @Impaller765
      @Impaller765 20 днів тому +15

      Believe me, this boss is uniche in his bad way

    • @theeliteterrarian1888
      @theeliteterrarian1888 20 днів тому +12

      yeah but dudes in armor can move like rabid dogs, thats a misconception.
      although, i still dont like this boss.

    • @JoshDoVids
      @JoshDoVids 20 днів тому +29

      It's less about the speed and more about the chore of their attack patterns. The main game does this too but way, way too many ER: SOTE bosses are just AOE spamming MFs with 15 hit combos that have zero openings for healing or attack. The DLC bosses are all consistently visual treats but fighting them is infuriating.

    • @egonemosum8278
      @egonemosum8278 20 днів тому +25

      I mean, it’s also the fact that along with the enemies the hunter is way quicker and can punish overly aggressive enemies with the gun.
      Sometimes playing Elden Ring feels like you are playing dark souls while the bosses are playing Sekiro

    • @xlgapelsin6173
      @xlgapelsin6173 20 днів тому +12

      ​@@JoshDoVids They have plenty of openings but ER punishes you badly for healing or attacking in a neutral state unlike souls. If you want to heal you just have to do it during a bosses moves and position correctly

  • @highlightermarca-texto3281
    @highlightermarca-texto3281 20 днів тому +4

    The sword hitboxes are so oversized lol. Didn't they learn from the first Radhan???

    • @larsen7249
      @larsen7249 20 днів тому +3

      they never learned from dark souls and you want them to learn something from their current game?
      this is a fraud company that's creatively bankrupt my drilla

    • @rangopistacho6928
      @rangopistacho6928 20 днів тому +2

      ​@larsen7249 bait used to be believable

    • @ni9274
      @ni9274 20 днів тому +2

      Every single hitboxes for weapons in video games will be bigger than the weapon, don't talk about something you clearly do not understand

    • @highlightermarca-texto3281
      @highlightermarca-texto3281 19 днів тому +3

      @@ni9274 Why does his arm need a hitbox that's twice the radius of the sword.

  • @RobertfrippXD
    @RobertfrippXD 18 днів тому

    When can you attack?

    • @raghav1026
      @raghav1026 17 днів тому +2

      That's the neat part, you can't.

  • @MakioGoHardio
    @MakioGoHardio 20 днів тому +4

    Show you getting hit by the grab whilst trying to strafe it, they still don’t know how to make grabs lol.

    • @ni9274
      @ni9274 20 днів тому +3

      You still haven't understood that you are not supposed to strafe grabs, but you still can
      Just amazing how people will complain about the most ridiculous and non important things

    • @MakioGoHardio
      @MakioGoHardio 19 днів тому

      @@ni9274 ik you can strafe it by sprinting to his back lol, stop assuming things I’ve no hit this boss and it’s still bad imo.

  • @Rosy_bun
    @Rosy_bun 20 днів тому +34

    watching this just kinda makes me sad. This boss is already pushing the boundaries as to what can be considered an acceptable and reasonable boss with how much general spam and AOE spam there is in phase 2. But to see how the pillars of light attacks and discus of light attack works... you can jump the pillars. how? clearly the attack has verticality? you can't jump the discus. **What**. and for the giant T-pose AOE. why are there like a billion orbs flying all over the place? are they just there to add to the visual spam and cause lag? i thought fromsoft were past the Blighttown days of making their trash-tier spaghetti-coded engine try to do things it can't handle, but i guess not. I suppose the frame rate issues and literal flashbangs that i expect could cause seizures in some people are just part of the challenge.
    This DLC over all was like a 9/10. but radahn existing as the final boss brings it right down to like a 6/10. Easily one of the worst bosses ever designed by fromsoft. At least malenia didn't spam AOE's and threaten to crash my game.

    • @vj7248
      @vj7248 20 днів тому +18

      I have no earthly idea why they didn't just make
      * the lasers a hitscan tracer
      * the disc have a 2D circle instead of a 3D sphere.
      * the giant aoe just be one expanding 3D cylinder that damages you if you stayed in it at the end.
      Having different shaped hitboxes is clearly not some impossible feat, and it would definitely improve performance over spamming circles all over da place.

    • @royedwardmanio9088
      @royedwardmanio9088 20 днів тому +5

      Thank you. I thought I was going insane thinking that the final boss soured the DLC experience

    • @duongquan4986
      @duongquan4986 20 днів тому +2

      Here's the secret, they never get rid of their spaghetti-codes.

    • @Rosy_bun
      @Rosy_bun 20 днів тому

      @@duongquan4986 oh im well aware. fromsoft has been using the exact same engine ever since their inception and they've just been building on it ever since then.
      it's easily the worst engine in existence and the only reason fromsoft can even put out decent games is because they've been using it for decades

    • @samuel.jpg.1080p
      @samuel.jpg.1080p 20 днів тому +4

      lots of questionable hitbox for sure. Base game Elden Ring also has hitbox problems that don't visually match with the animations. It's no wonder players have a hard time deciding when to jump or not

  • @morepower6800
    @morepower6800 20 днів тому +2

    Fighting Radahn again is nothing short of amazing and an absolute honour

  • @hecc7906
    @hecc7906 20 днів тому +19

    Is it just me or are some of the animations just really bad and stiff? The starcaller cry in particular just looks so goddamn bad

    • @cbunny6671
      @cbunny6671 20 днів тому +8

      I don't see it. Everything seems to flow just fine to me.

    • @justarandomskull
      @justarandomskull 20 днів тому +3

      Just admit that the boss kicked your ass man,it's not that hard

    • @Eternal_Placidity
      @Eternal_Placidity 20 днів тому +6

      The animations are fine

    • @hecc7906
      @hecc7906 20 днів тому +1

      @@justarandomskull I beat him on my 2nd try
      God bless brass shield 🙏

    • @Sharkamfss
      @Sharkamfss 20 днів тому +3

      Animations look like what I expect from a Fromsoftware game. Nothing really seems that off.

  • @joejoe0213
    @joejoe0213 20 днів тому +2

    I think second phase is awesome and one of the best experiences I have ever had in any video game.
    But he really needs some vary specific tweaks in certain ways to actually make it a great second phase.

  • @vergilspardovich5266
    @vergilspardovich5266 18 днів тому +1

    Worst boss in souls hystory confirmed✅️

    • @Domo3000
      @Domo3000  18 днів тому +6

      Don't see the issue. He was fun to learn for me

    • @Boc_theSeamster
      @Boc_theSeamster 14 днів тому +2

      ​@@Domo3000IDK. There's like a massive community within the Elden ring fanbase that likes to bash this specific boss. Gameplay wise there's only two problems with it. The triple slash combo that is near impossible to dodge, and the air juggle attack that sometimes doesn't register the I frames on your rolls. The frame dropping problem is more an issue with the game itself, not really this boss. And people act like the holy attacks make them go completely blind. I don't know if people are being over dramatic or have overly sensitive eyes, but the only attack that could maybe be considered a flash bang is the nuke attack.

  • @larsen7249
    @larsen7249 20 днів тому +3

    yea the hitbox being about 5 times as thick as the blade makes sense i think
    these games were NEVER good
    all of them are meme games, even ds2, which has the most bearable controls, is painful to play because everything in these games is just bad
    funnily enough, ds2 gets trashed for ganks, bad hitboxes and awful lock on controls, even though every single souls game this fraud company has made has these issues
    they STILL haven't fix the issue of your sword bouncing off of tiny walls, yet the enemy can hit you through the thickest rock imaginable if his weapon is big enough btw
    they've learned NOTHING from sekiro
    armored core is their one series that's actually good

    • @ni9274
      @ni9274 20 днів тому +3

      Yep it make sense, that's how hitboxes are made for weapons in all video games since if the hitbox were the size of the weapon you would never get hit.
      You clearly do not know anything about how hitboxes are made, if you're ignorant about something don't talk

    • @larsen7249
      @larsen7249 20 днів тому +7

      @@ni9274
      >you would never get hit
      wow it's like you have to make attacks and weapons, as well as player movement mechanics, that match the hitboxes or something
      it's really not hard to make a guy with a small sword intimidating without making his hitboxes 5 times the weapon's size
      do you realize that the guy who made this video even posted in one of his replies fume knight's hitboxes and they're ten million times better than radahn's?
      they're still silly sausages, but they're about 2 or 3 times thicker than the actual blade, which you can't in good conscience say about radahn's
      i think you're the ignorant one here, if you're not willing to even compare these hitboxes to the hitboxes in past games

    • @trackpadchad239
      @trackpadchad239 19 днів тому +7

      @@ni9274 You have no idea what you're talking about. In games where dodging is an essential feature, enemy hitboxes are very close to (or smaller than) their models so the player can reasonably avoid it. Typically, it's player hitboxes that are loose blocks so they feel reliable, and to account for a lack of depth perception.